Welcome to the Dark Frontier

These pages contain the preliminary rules for the game. The rules are still developing and will will be expanding further for future games. If you don’t see something here and are interested in a rule, a skill set, equipment, or something else for your character, please contact me and we will discuss adding it to the game.

Dark Frontier is a Live Action Role Playing game set in a fantasized version of the Wild West. Although we do aim for a fair share of authenticity we are not necessarily striving for realism. Since we are a fantasized West, our preference and hope is to achieve a strong level of the Cinematic Wild West.

Character Creation


Getting Started

The first step is creating a character. Your character is the person that you will pretend to be during a game, and is the single most important aspect of Dark Frontier. Without characters, Dark Frontier would be just a hike in the woods in cowboy hats and odd clothing.

Start with a concept that you will enjoy playing, a basic idea about your character from which to build. It could be your livelihood, a personality quirk or a troubling situation. You could create a gun-for-hire, a cantankerous prospector or a farmer in search of his beloved cow. A single idea is all you need to start, but please avoid using any existing “real world”, historical or fictional figures.

Once you have a concept in mind, you need to determine the specifics of your character. Define your characteristics and determine your character occupation and statistics. The ultimate goal is to play a well-developed character with a thorough background, detailed history and engaging personality.

You may find it helpful to write down your progress or fill-out a character sheet as you make decisions about your character. There is no right or wrong order to the process, but by the time you are done, you should have a detailed character sheet with all of the information outlined in this section.

Name

Finding a name that suits your character is not always an easy task. Try and choose a name that other players will be able to remember. Since the World of Dark Frontier is based on this real world we live in, you can choose your character to be from any place or race we know, so your character name could reflect this as well.

Three Adjectives to Describe Your Character

List the top three adjectives that you would want other people to use when describing your character, i.e. honest, judgmental, ill-mannered. Selecting three adjectives is an exercise to help provide a snapshot of your character’s personality. These adjectives can be very helpful in determining how your character might react to an unexpected event or confrontation.

Profession

The notion behind a profession is to give your character some distinction beyond basic dude-with-gunbelt. There are infinite possibilities for your character to earn his livelihood, not all of them are about the pursuit of riches. Here are some suggestions: priest, wanderer, trail hand, snake-oil salesman, rancher, cattle-man, teacher, baker, historian, hired-gun, bounty hunter, soldier, miner, blacksmith, singer, innkeeper, lady-of-the-evening, parasol maker, pony express rider, outlaw, trapper, trader, cabinet maker, highway robber, tax collector, or deputy.

The Wild West in Dark Frontier contains many If you do decide to have your character be one of these professions, it is a good idea to do a little research on the topic to get really familiar prior to playing. This list is by no means complete and we will be happy to add others as you suggest them.


Banker – An owner or shareholder in a local bank and employ Accountants and Bank Tellers
Barber – along with cutting hair and shaving, Barbers were often called upon to do minor first aid and surgeries
Blacksmith – In the west, the Blacksmith’s primary work was horseshoes and iron wagon parts. Anything made of iron or steel was fabricated or repaired at the forge in the blacksmith’s shop
Bounty Hunter – tracked down wanted men for the rewards offered by town, county and federal government
Butcher – Just as today, the Butcher of the west handled the parting and packaging of animals into cuts of meat
Cartwright/Wainwright – built and repaired wagons, carts and wagon wheels
Cattle Baron – owned several cattle ranches and thousands of head of cattle or oxen
City Slicker – generally refers to a rich person from a metropolitan area, commonly investors or an industrialist
Cowboy/Cowherd/Ranch Hand – Tends to and cares for cattle and/or horses
Doctor/Dentist – Medical professionals were in demand in the west, injuries (both accidental and intentional) were commonplace in the dangerous frontier. In the age of the Wild West, Doctors did not tend to be too specialized.
Drifter – not really much of a profession, more a way of life
Farmer – A homesteader that had made his land viable, a grower of crops.
Gambler – made their living off of games of chance that were very common in saloons, hotels and dozens of other places.
Gunslinger – the hired gun or mercenary of the day
Homesteader – the Homesteader Act of 1862 offered 160 acres of public land free to those that filed a claim and made a viable farm on the land
Judge – Either a town Judge or Circuit Judge who traveled from town to town performing their duties.
Lady of the Evening – often brothels, hotels, have madam or pimp, dance hall girl, soiled doves, etc.
Laundry Service – Often in the west, Laundry was a miserable job and given to professionals. Most laundry services were performed by Chinese immigrants because racist laws did not allow them to have most other jobs.
Mayor – the top elected official of a town or city, responsible for the governing and operation of the town and governmental bodies.
Merchant – an entrepreneur or business owner, also Shopkeeper. Examples: General Store, Gun store, Tack & Feed Store, Hostler; Often employ Clerks
Military – Army Scout, Cavalry Officer, Cavalry Soldier, Infantryman, Cannoneer, etc; at the end of the Civil War in 1865 many disenfranchised and disillusioned Confederate Soldiers migrated to the Wild West; starting in 1865 the U.S. Cavalry were a strong presence operating throughout the West in what they called the Indian Wars
Miner – one who dug mines in search of gold, silver or other valuable ores
Mountain Man – a hunter/trapper at home in the wilderness, infrequently in town and often a loner
Outlaw – Bandit, Rustler, Claim Jumper, etc
Pinkerton Agent – A member of the Pinkerton National Detective Agency, the Pinkertons were essentially a private army known for their ruthless and brutal pursuit of criminals. The Pinkerton motto is "We Never Sleep". The company logo is that motto beneath a drawing of an eye
Pioneer – Explorers of the great western frontier. Think Daniel Boone, Davy Crockett, Lewis & Clark
Preacher – were established in town and had a church and congregations, the moral leaders of the community
Missionary – A holy man, bringing faith and the word of God to the heathen west
Nun – worked alongside the Missionaries and Preachers
Prospector – searched for gold and precious metals and minerals by panning the streams and rivers of the west, they would lay claim to an area of the wilderness that they wished to prospect
Railroad Baron – An owner or shareholder of one of the Railroad Lines
Railroad Workers – Anyone who worked for the great railroads
Brakeman – was responsible for braking- slowing and stopping the train
Conductor – checked tickets and watched over train passengers
Engineer – responsible for the overall operation s the train
Laborer – one of the thousands who worked building the railroads that connected the coasts.
Stoker – loaded the coal in the furnace of the train to create the steam for propulsion
Rancher – A Rancher owned his own cattle ranch and heads of cattle, he hired cowherds/cowboys/ranch hands to help run the ranch.
Remittance Man - an upper-crust second (or later) son of an English lord with no prospect of inheriting the title (or estate). He's been sent off to the Americas to get him out of the way. Usually given a small allowance (the "remittance"), not sufficient to support him in the way he is accustomed. Unfortunately, he also has an aversion to "working in trade" ingrained from his upbringing, and he's not used to manual labor.
Saloon Owner – the one responsible for the operation of the bar and usually the connected hotel
Bartender – ran the bar, poured the drinks, engaged in idle chit-chat
Dealer – saloons often had dealer for gambling and the house frequently won
Piano Player – the entertainer of the saloon
Soiled Dove – Prostitutes that were employed by the saloon, often had rooms rented long term
Scientist – any one specializing in the many fields of science
Sheriff – The top law enforcement official for a county, usually elected and was based in whatever town the county seat was located. Swore in an appointed Deputy Sheriffs. The amount of Deputies would depend on the size of the county and population, and the amount of crime in the jurisdiction.
Snake Oil Salesman – Self proclaimed medicine men who created elixirs and concoctions that could heal any number of maladies, that were not always effective.
Teacher/Schoolmarm – taught the local youths
Telegraph Operator – sent and received/translated messages on the telegraph
Town Marshall – A Town Marshall was the local law enforcement. His jurisdiction ended at the town limits.
U.S. Marshall – These law men were Federal Agents tasked with apprehending fugitives and protecting the courts. They could deputize regular citizens and form posses. They answered to the Federal Government and not the town or county they were working in.
Undertaker – Laid to rest the dead after preparing them for burial
Veterinarian – cared for, birthed and operated on the local animals and livestock
Western Union Messenger – would deliver telegrams
Widow – While not really a profession, often widows inherited a fair amount of money or were taken care of by relatives. Another common widow was the Homesteader Widow, who inherits the Homestead before the land was officially granted. Being a widow often defined the woman.


Goals/Desires

Goals and desires help define your character’s actions. If your goal is to be the richest man in the West, you would not likely pass up the chance to obtain a prospectors claim or win the local saloon at a hand of cards.

Goals can be long or short term, lofty or lowly. They may be something never actually completed or something that your character faces all the time. A useful Goal will bring your character into the action and provide you with an excuse to mingle with others. Defined goals will prove invaluable when your character is forced to choose a side.

Here are some examples of character goals: gain wealth, win fame, help the sick, acquire power, exact revenge, attain redemption, seek wisdom, restore honor, perform a duty, stay alive, find your next meal, confront the six-fingered man, quest for the city of Gold, do your job, destroy evil-men, destroy do-gooders, destroy everything, plant apple trees, knit scarves, discover the meaning of life, learn new skills, pass the time, escape the authorities, and, the most noble of all, find true love.

Weaknesses/Drawbacks

All people have weaknesses, whether a simple allergy, or a terrible phobia. Weaknesses are an opportunity to give your character some added dimension and give the GMs some fuel to challenge you as a player. When a character’s weaknesses are pressed, they can rise to new heights or fall to terrible lows.

Relative Wealth

Your character’s wealth might determine a number of key traits, i.e. dress, education, ambition, etc. Your character can be poor, struggling, comfortable, rich or luxuriantly wealthy. If you choose to be a wealthy character, you don’t necessarily need to have a weighty coin purse. Conversely, a character born to humble means might have come upon a priceless relic that could change his future. Relative Wealth shouldn’t be viewed solely by material possessions.

Character History

The basic difference between your character concept and your written history is the finer details of your past. What events and experiences have shaped your character? How did your character get to where they are now? How did you learn your trade? What factors defined your character’s personality? In short, what is your story? The richer your character’s history, the more fun you will probably have playing the game.

Your character history need not be an action-adventure story. It is primarily a device to help with who you are, where you are at and where you are going. In practical terms, how did you end up in the West? Your character’s written history will also provide the GM with vital information to work your character into their plots.

Allies/Foes

In the world of the Dark Frontier, your character seldom does anything alone. You should decide who your friends are and, more importantly, whom you consider your enemies.

Your ally or foe might be another player’s character or a specific group. For example, as a part of Black Bart’s Gang you might consider other outlaws to be your allies, but Everett the local Deputy played by another player, is your bitter enemy.

The more you play a character, the longer your list of allies and enemies will become.


Creating Character Stats


The Characters in the world of Dark Frontier are not broken down into Character Classes as they are in Campaign. The story in Dark Frontier is more important than how strong or fast your character is, but these numbers are necessary for the ease of play without referees.

The statistics that govern your character are game mechanics, but are important in establishing balance and strategy. The mechanics include body points (BP), limb points (LP), armor points (AP), recovery points (RP), skill points (SP), and experience points (XP).

Character stats will turn a skinny player into a physically intimidating boxer or a burly athlete into a frail accountant with local political connections.

Don’t fret, the character stats aren’t nearly as complicated as they seem. Our system is easy to use and in no time will become second nature.



Definition of Terms
Beginning (Begin)
The beginning number of points or skills a certain character starts with.


Body Points (BP)
The amount of damage your character’s body (torso) can take from weapons or injuries before falling unconscious.


Limb Points (LP)
The amount of damage each of your character’s limbs can take from weapons or injuries before they become unusable.


Armor Points (AP)
The amount of damage your armor will take before you lose BP or LP (depending on where you are struck). AP are deducted from any damage before subtracting BP or LP. A zone must have a majority of coverage to be considered protected by the Armor.


Recovery Points (RP)
The number of lost BP/LP a character recovers during rest.


Skill Points (SP)
The points used to buy skills.


Experience Points (XP)
The points used to increase your character’s stats.

Maximum Hit Points
No player character may have more than 7 BP + 6 LP at one time. That is the limit. Non-player characters (NPCs) may exceed this limit at the discretion of the GM.



Playing the Role

The goal of this section is to encourage players to immerse themselves in the make-believe world of the Dark Frontier Wild West by becoming their characters for the entire game, from beginning to end. It is easier to play Dark Frontier when there are no real world, or mundane, distractions. The following rules, tips, guidelines and definitions are valuable tools to maximize everyone’s role-playing experience.

In-Game vs. Out-of-Game

Once a game has started, the players are officially “in-game.” At certain times it becomes necessary to stop playing, either for someone’s safety or to apply game mechanics to a situation, and we become out-of-game or OOG. Certain items and areas may also be OOG, i.e. traps, bandit camp or mundane items.

Forsooth (unless someone has a better Wild West word): means “in truth.” Using forsooth in a sentence indicates that the statement is truthful in-game or real world information for another player. Using Forsooth is accomplished best when it is being disguised as in-game conversation. This lets one make a real life statement without breaking character.

An example of the use of Forsooth as in-game conversation:
Zeke, a prospector played by Andrew, and Everett, a Town Deputy played by Jason, are chatting by the fire. Zeke says, "Forsooth Everett, I think that I should go rustle up some dinner. Do you wanna join me?" Andrew agrees because he knows that their food is in a cooler in the trunk of Jason's car.

Here is how not to use Forsooth:
Zeke and Everett are chatting by the fire. Zeke says, "Forsooth, hey Jason, can we go get the hot dogs and Mountain Dew out of your car?" Everett leaves the fire in disgust.

Please don't break out of character or pull someone else out of character. If out-of-game talk is needed, pull the person aside, as in, “Forsooth Zeke, let’s go talk for a minute.”

There are also times when you may find yourself needing a break from your character. If you need to be in the real world for a few minutes, tell your comrades that you are going to “scout the trail” or “gather firewood.” Wander away from the game-play, give yourself a few minutes, and then return to the game with your role-playing batteries recharged.

Character vs. Player Knowledge

After a game is over, it is great fun to get together with other players to chat about all the cool things that happened. A word of caution: You may learn something about another player’s character that your character would not necessarily know. Try to keep player knowledge separate from character knowledge. In other words, if you find out about vital story or character information after the game while chatting in a booth at a Diner, do not assume that your character is also privy to that information.

The Cloakie® Rule

This isn't really a rule, but what it means is that overacting is sometimes just the right amount of acting! If you get shot in the shoulder, don't just deduct the point and press onward. Instead, flinch and grasp your shoulder in pain. Even better would be to spin around from the impact, throwing curses at the “varmint who shot ya!” Any of these reactions are fine, but in LARP, the more theatrical the better!

You are encouraged to role-play injuries and other game world effects worse than they are or for longer periods of time than necessary. The rules are a minimum starting point; do not feel shy about hamming it up. The Cloakie® Rule gives you license to be over dramatic.

The Bad Guys

In the world of Dark Frontier your character will not go long without encountering a bandit or two (or six or seven). Typically, if there are specific enemies that are not Player characters, the GM or other NPCs will advise you when necessary.


Outfitting Your Character

With your character created and your character sheet complete, you might want to give some thought to more practical concerns. What should your character bring on the adventure? Don’t bring too much. Carry only what is necessary and try to hide or disguise any modern items. If you overload yourself, you will not be able to outrun those highwaymen!

Costumes

Designing a costume and choosing the right props can be just as important as a character’s skills. It is important to know that good costumes don’t require hundreds of dollars buying authentic Western outfits. Many interesting and well-complimented costumes can be purchased from thrift stores or built homemade. Look at favorite western movies and books for ideas if you are having difficulties coming up with a costume. Most players create costumes appropriate to both their character and a Wild West setting. This LARP differs from many others in the aspect of costuming. Very little is needed to have a game ready costume.

If you want something a little nicer and want to splurge on yourself, there are dozens of cowboy style re-enactment groups and events throughout the year. Several of these events have vendors that sell costuming. Check out the Dark Frontier Resources page too. Feel free to add pages that are appropriate for our players if you find more.

If you don’t have the time or inclination to be that elaborate, don’t worry. A little rummaging through your closet and some creative modifications will produce a great costume. Consider that blue jeans were a basic western piece of clothing. Add a button down shirt and you are 75% finished. Any sort of leather shoe or boot will work for footwear. A trip to the thrift store and you can find a vest and maybe even a period appropriate hat. And bandannas are a Western staple used for keeping out the dust and mopping a sweaty brow when not worn about the neck.


Weapons

Only approved western style guns and “Baffee” weapons are allowed in Dark Frontier combat.

We are approving Edison Toys plastic guns that fire red rubber “gummy” bullets approximately 30 feet. They can be found online at several retailers. Many of the players have purchased theirs through a company at www.kapowwe.com located in the United States. Other projectile firing guns (nerf and nerf-like) will be considered and likely approved for the game. Please remember that if you do go with nerf gun, please do your best to make it look period.

“Baffee” weapons are made from foam attached to a rigid or semi-rigid core. Details of how to make an approved “Baffee” weapon are illustrated in the Combat section. These weapons can be made at home and can also be purchased through several online retailers such as Edhellen Armory (Soft Latex only) or Iron Liege.

A distinct “Baffee” weapon or faux firearm can enhance your character as much as a costume. “Baffee” weapons include walking sticks, clubs, axes & tomahawks, swords, hammers, bows and arrows, simple throwing daggers and even a “Baffee” frying pan. There is no limit to the form of a weapon, so long as its function is safe and “Baffee” approved. Make sure you consider your character when you choose your weapon. And please consider the time period and locale for the game. No lightsabres or alien death-ray guns!

The safety officer on site gives the final approval of all game weapons on game day.
Check out the Dark Frontier Resources page for suppliers.


Money
Paper money was not as accepted in the west as it was in the Eastern States. When it was accepted it was generally taken at 10% to 20% less than face value. Coins were always a safer choice. When dealing with Indians they preferred bartering. If they accepted money, they usually accepted it at ¼ the face value.

See the Dark Frontier World link for more details on Money, prices and values.

Gold, Gems, Jewelry and Other Trinkets
Coins and paper money are not the only “in-game” wealth. Gold, Gems, jewelry and seemingly valuable trinkets can also be used to barter for goods and services. The value of gems, jewelry and other trinkets is something that will be determined during the course of a game. If you are hoping that your heirloom jeweled brooch (which is actually just a plastic toy you borrowed from your niece) is worth a box of ammunition, you better be prepared to haggle or hire a character with the Gem/Ore Appraisal skill found on the Dark Frontier Skills page. Once the trade is made, the jeweled brooch is now the property of another character to do with as they please. In other words, do not trade gems, jewelry or trinkets unless you are prepared to lose them forever. Of course, if you have the proper skills you could always attempt to steal the treasure back…


Let's git to the fightin'!